我有一个球体,我想给它上色并在其上添加灯光效果,所以当我对它进行光照时,球体的原始颜色消失了,取而代之的是照明灯的颜色。
我不知道是什么问题,帮帮我。
这是我的代码:
enter code here
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Drawing.Imaging;
using SharpGL;
using SharpGL.SceneGraph;
namespace SharpGLWinformsApplication1
{
public partial class SharpGLForm : Form
{
public SharpGLForm()
{
InitializeComponent();
}
private void openGLControl_OpenGLDraw(object sender, RenderEventArgs e)
{
// Get the OpenGL object.
OpenGL gl = openGLControl.OpenGL;
IntPtr quad=gl.NewQuadric();
// Clear the color and depth buffer.
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
gl.LoadIdentity();
gl.Translate(0.0f, 0.0f, 12.0f);
gl.Scale(0.1,0.1,0.1);
//*
gl.PushMatrix();
gl.Color(1.0f, 1.0f, 0.0f);
gl.Sphere(quad, 15, 20, 20);
gl.PopMatrix();
//------------------------------------//
gl.PushMatrix();
gl.Color(0.0f, 1.0f, 0.0f);
gl.Rotate(rotation, 0.0f, 1.0f, 0.0f);
gl.Translate(0, 1, 30);
gl.Sphere(quad, 12, 20, 20);
gl.PopMatrix();
rotation += 3.0f;
}
private void openGLControl_OpenGLInitialized(object sender, EventArgs e)
{
// TODO: Initialise OpenGL here.
// Get the OpenGL object.
OpenGL gl = openGLControl.OpenGL;
// Set the clear color.
gl.ClearColor(0, 0, 0, 0);
gl.Enable(OpenGL.GL_LIGHTING);
gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_AMBIENT, ambient);
gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_DIFFUSE, diffuse);
gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_SPECULAR, specular);
gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_POSITION, new float[] { 0.0f, 2f, -30f, 0 });
gl.Enable(OpenGL.GL_LIGHT1);
gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_SPOT_CUTOFF, 180.0f);
}
private void openGLControl_Resized(object sender, EventArgs e)
{
// TODO: Set the projection matrix here.
// Get the OpenGL object.
OpenGL gl = openGLControl.OpenGL;
// Set the projection matrix.
gl.MatrixMode(OpenGL.GL_PROJECTION);
// Load the identity.
gl.LoadIdentity();
gl.Viewport(0, 0, (int)Width, (int)Height);
// Create a perspective transformation.
gl.Perspective(45.0f, (double)Width / (double)Height, 1, 200.0);
// Use the 'look at' helper function to position and aim the camera.
gl.LookAt(0, -3, -10, 0, 0, 0, 0, 1, 0);
// Set the modelview matrix.
gl.MatrixMode(OpenGL.GL_MODELVIEW);
}
private float rotation = 0.0f;
private GLColor ambient = new GLColor(1, 1, 1, 1f);
private GLColor diffuse = new GLColor(1, 1, 1, 1);
private GLColor specular = new GLColor(1, 1, 1, 1);
private GLColor shadowColor = new GLColor(0, 0, 0, 0.4f);
}
}